;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1999 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government form of same name.
^Allows detachments to build marching camps.
^Allows detachments to build staging areas.
^Allows detachments to build roman roads.
^Allows detachments to improve farmland.
^Increases the effect of temples.
^Increases the effect of colosseums.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Improves Spaceship thrust by 25%.
^Free civ. advance for first civ. to discover.
^Decreases the effect of Cathedrals.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can make amphibious landings.
^Invisible to most enemy ships.
^Can attack aircraft in flight.
^May be lost out of sight of land.
^Ignores City Walls.
^Can carry friendly air units.
^Can make paradrops.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 2.
^Only Fundamentalist governments can build.
^Destroyed after attacking.
^Defense +100% versus air and missile units.
^Can spot enemy submarines in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
Eliminates corruption and waste in the city,
and decreases it in all nearby cities.

@;Barracks
@PEDIAIMPROVE2
City produces Veteran ground units. Ground units can
be completely repaired in a single turn.

@;Granary
@PEDIAIMPROVE3
Only half of city's food store is depleted when
city increases in size.

@;Temple
@PEDIAIMPROVE4
Up to two discontented citizens are made content.

@;Marketplace
@PEDIAIMPROVE5
Increases tax and luxury output by 50%.

@;Library
@PEDIAIMPROVE6
Increases science output by 50%.

@;Courthouse
@PEDIAIMPROVE7
Decreases corruption by 50%. Makes city more resistant
to bribery by enemy diplomats and spies. 

@;City Walls
@PEDIAIMPROVE8
Units in city are tripled on defense versus ground attacks.

@;Aqueduct
@PEDIAIMPROVE9
Allows city to increase beyond size 8.

@;Bank
@PEDIAIMPROVE10
Increases tax and luxury output by an
additional 50% (cumulative w/ Marketplace).

@;Cathedral
@PEDIAIMPROVE11
Makes four unhappy citizens content.

@;University
@PEDIAIMPROVE12
Increases science output by an additional
50% (cumulative w/ Library).

@;Mass Transit
@PEDIAIMPROVE13
Eliminates pollution caused by population.

@;Colosseum
@PEDIAIMPROVE14
Three unhappy citizens are made content
(four w/ Electronics).

@;Factory
@PEDIAIMPROVE15
Increases resource production in city by 50%.

@;Mfg. Plant
@PEDIAIMPROVE16
Increases resource production by an additional 50%
(cumulative w/ Factory).

@;SDI Defense
@PEDIAIMPROVE17
A special building that allows a city to build
a Mortier de 12po. or a Bombarde vessel provided 
it also contains a Canon Foundry or a Dockyard, 
respectively.

@;Recycling Center
@PEDIAIMPROVE18
Decreases the pollution caused by factories.

@;Power Plant
@PEDIAIMPROVE19
Increases manufacture (aka factory) output by 50%.

@;Hydro Plant
@PEDIAIMPROVE20
Increases manufacture (aka factory) output by 50%.  
Cleaner than Steam Engine.

@;Nuclear Plant
@PEDIAIMPROVE21
Increases factory output by 50%.  Cleaner
than Power Plant (same as Hydro Plant), but
there is a risk of Nuclear Meltdown unless
civilization has discovered Fusion.

@;Stock Exchange
@PEDIAIMPROVE22
Increases tax and luxuries output by an additional
50% (cumulative with Marketplace and Bank for a grand
total of 150%).

@;Sewer System
@PEDIAIMPROVE23
Allows city to grow beyond size 12.

@;Supermarket
@PEDIAIMPROVE24
Allows squares in the city's radius with
the "farmland" improvement (irrigated twice)
to produce 50% more food.

@;Superhighways
@PEDIAIMPROVE25
All squares in the city's radius with roads
(or cobbled roads) produce 50% more trade.

@;Research Lab
@PEDIAIMPROVE26
Increases science output by an additional 50%
(cumulative with Library and University for a
grand total of 150%).

@;SAM Missile Battery
@PEDIAIMPROVE27
Units in city are doubled on defense against
air units and non-nuclear missile units.

@;Coastal Fortress
@PEDIAIMPROVE28
Units in city are doubled on defense against
shore bombardment by enemy ships.

@;Solar Plant
@PEDIAIMPROVE29
Increases factory output by 50%.  Cleaner
than all other forms of power.

@;Harbor
@PEDIAIMPROVE30
All ocean squares in the city's radius
produce one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
All ocean squares in the city's radius
produce one shield.

@;Airport
@PEDIAIMPROVE32
City produces veteran air units.
Any air unit spending its entire turn in the city
is completely repaired.

@;Police Station
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from city by 1.

@;Port Facility
@PEDIAIMPROVE34
City produces veteran naval units.
Any ship spending its entire turn in the city is
completely repaired.

@;Transporter
@PEDIAIMPROVE35
Not available in this game. The transporter or its
equivalent appears in the fantasy, sci-fi, and 
Alpha Centauri games. 

@;SS Structural
@PEDIAIMPROVE36
Forms the framework of your spaceship.

@;SS Component
@PEDIAIMPROVE37
PROPULSION COMPONENTS: Each P.C. increases the spaceship's thrust by 12.5%. 
Consequently, the vessel can handle, at most, 8 propul. components. 
FUEL COMPONENTS: Each F.C. provides enough fuel to power one thrust
component.

@;SS Module
@PEDIAIMPROVE38
POPULATION: Each module provides enough living space for 10,000 colonists.
LIFE SUPPORT: Each L.S. module generates sufficient food, air, and water to 
maintain one population module.
SOLAR PANEL: Each panel provides power for two modules.

@;Capitalization
@PEDIAIMPROVE39
Converts exploited resources into money.

@;Pyramids
@PEDIAIMPROVE40
Counts as a Horrea in every one of your cities.

@;Hanging Gardens
@PEDIAIMPROVE41
One extra safe citizen in every city.

@;Colossus
@PEDIAIMPROVE42
City produces one extra trade arrow in each square that
already produces one.

@;Lighthouse
@PEDIAIMPROVE43
Triremes can move across oceans w/o danger, and all other
types of ship have their movement rate increased by one.
Also, all new ships you produce receive veteran status.

@;Great Library
@PEDIAIMPROVE44
Civilization receives any civilization advance
already discovered by two other civilizations.

@;Oracle
@PEDIAIMPROVE45
Doubles the effect of all of your town watch.

@;Great Wall
@PEDIAIMPROVE46
Enemy civilizations must offer cease-fire/peace
in negotiations.  Combat strength doubled against
barbarians.

@;Sun Tzu's War Academy
@PEDIAIMPROVE47
All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.

@;King Richard's Crusade
@PEDIAIMPROVE48
Every square in the city's radius produces an extra
resource "shield" to be exploited.

@;Marco Polo's Embassy
@PEDIAIMPROVE49
You receive a free embassy with every rival Civilization (so
your intelligence report will always be complete and you will
receive updates when other civilizations discover technologies).

@;Michelangelo's Chapel
@PEDIAIMPROVE50
Greatly improves sense of security.

@;Copernicus' Observatory
@PEDIAIMPROVE51
Doubles the total prestige of city.

@;Magellan's Expedition
@PEDIAIMPROVE52
Movement rate of all ships is increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE53
All panicked in city are calmed.

@;Da Vinci's Workshop
@PEDIAIMPROVE54
Whenever one of your units becomes obsolete because of a new
technology you have discovered, it is immediately replaced
by an equivalent modern unit.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE55
Decreases panicked people on same continent by 2 per city.

@;Isaac Newton's College
@PEDIAIMPROVE56
Doubles the prestige of each and every prestige structure
in city. 

@;Adam Smith's Trading Co.
@PEDIAIMPROVE57
Pays the maintenance for all city improvements which
ordinarily cost 1 gold per turn.  City improvements
requiring more than 1 gold per turn maintenance are not
affected.

@;Darwin's Voyage
@PEDIAIMPROVE58
Two free policies.

@;The Statue of Liberty
@PEDIAIMPROVE59
Eliminates the period of unrest between governments.
Also allows any form of government to be chosen, even if
the proper advance has not been discovered.

@;The Eiffel Tower
@PEDIAIMPROVE60
When you first obtain control of the Eiffel Tower,
Every civilization's attitude toward you is immediately shifted 25 points
in your favor (on a hundred point scale).  Attitudes continue to improve
gradually over time.  Other civilizations are also quicker to forget your
past transgressions.

@;Women's Suffrage
@PEDIAIMPROVE61
Counts as a Police Station in every one of your cities.
(Decreases unhappiness caused by troops away from city by 1).

@;Hoover Dam
@PEDIAIMPROVE62
Provides Hydro power to every city on every continent.

@;Manhattan Project
@PEDIAIMPROVE63
Allows nuclear weapons to be built.

@;United Nations
@PEDIAIMPROVE64
^* Free embassy with every other civilization.
^* Enemy civ's cannot refuse your peace treaties.
^* As a democracy, you can declare war 50% of the time
^  (peacekeeping missions).

@;Apollo Program
@PEDIAIMPROVE65
Allows construction of spaceship improvements.

@;SETI Program
@PEDIAIMPROVE66
Doubles your Legions' prestige.

@;Cure for Cancer
@PEDIAIMPROVE67
One extra secure citizen in each city.

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The form of government you choose for your civilization will
affect the way resources are distributed in your cities, the
rate at which your citizens can produce and sustain new units
and city improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of government, such as Despotism, Monarchy, and
later Communism and Fundamentalism, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Democracy and the Republic, on the other hand, give your
citizens the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your citizens may grow unhappy when you send military
units out of your cities; also, your Senate may try to
interfere in your conduct of foreign affairs.
^
To change your civilization's government, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
civilization's government falls, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your government.
^
Anarchy is similar to Despotism, except that the corruption
rate is VERY HIGH (see entry for Despotism).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Not Used
Most of the governments have been disabled in Germanicus on 
the Rhine.  This is done because the Rhine Legions receive all 
the happy improvements and wonders.  If the German tribes 
and Imperial Romans were not given the fundamentalism government, 
they would constantly face unrest.
^
Owing to the diverse nature of the German tribes and Imperial 
Rome, I feel autocracy is the most mutually-pleasing name.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Not Used
Most of the governments have been disabled in Germanicus on 
the Rhine.  This is done because the Rhine Legions receive all 
the happy improvements and wonders.  If the German tribes 
and Imperial Romans were not given the fundamentalism government, 
they would constantly face unrest.
^
Owing to the diverse nature of the German tribes and Imperial 
Rome, I feel autocracy is the most mutually-pleasing name.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Not Used
Most of the governments have been disabled in Germanicus on 
the Rhine.  This is done because the Rhine Legions receive all 
the happy improvements and wonders.  If the German tribes 
and Imperial Romans were not given the fundamentalism government, 
they would constantly face unrest.
^
Owing to the diverse nature of the German tribes and Imperial 
Rome, I feel autocracy is the most mutually-pleasing name.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Autocracy
Most of the governments have been disabled in Germanicus on 
the Rhine.  This is done because the Rhine Legions receive all 
the happy improvements and wonders.  If the German tribes 
and Imperial Romans were not given the fundamentalism government, 
they would constantly face unrest.
^
Owing to the diverse nature of the German tribes and Imperial 
Rome, I feel autocracy is the most mutually-pleasing name.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Army
In this scenario, you will rule as an Army(renamed from "Republic).  
This reflects the difficulty of keeping the local population secure 
(happy) while maneuvering deep within Germania.  When your people 
grow too panicked, they will revolt and refuse to work.  If you do 
not address this quickly, you run the risk of triggering a large 
revolt, depending on your domestic policies.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Not Used
Most of the governments have been disabled in Germanicus on 
the Rhine.  This is done because the Rhine Legions receive all 
the happy improvements and wonders.  If the German tribes 
and Imperial Romans were not given the fundamentalism government, 
they would constantly face unrest.
^
Owing to the diverse nature of the German tribes and Imperial 
Rome, I feel autocracy is the most mutually-pleasing name.

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